i don’t use throws that often cause half the time they tech em and im back to trying to go on the offense and it leave me open for a reversal if i screw up. i have been trying to do more blockakusa’s but the opponent gets a good read on my block strings they’ll mash something…but i haven’t tried out hayate cancel’s only cause i felt like they’re were such a risk giving the skill level i am at and the skill level of the people i play.
i also forgot to mention i do use s.MK as well…but i only been using it as a AA vs dive kick characters. s.HK seems to work vs those with long range pokes like rufus c.Ferice but i rarely use it as a footies tool. honestly if i had to say i really don’t know when/where to use most of her moves for footsies. thats why i use C.MP and S.MP alot cause those are the ones i know when and where to use em (feel like i can learn that on the 1st page). also i do try to stay outside my moves range and counter poke with C.MP buffer…its like the 1st thing i learned with her lol
as for karakusa…well…i can’t really say much about it other then i gotta just learn when to land it.
i try to play patient with makoto…watching vids i seen alot of makotos in top play be more patient instead of going in. waiting for the time to strike. i been trying to play more like that because that seems the safest to do at this point of my skill level. starting to think that maaaaaaaaybe im doing it wrong lol.
dude, honestly, i think you gotta find “YOUR” makoto! i mean you gotta find the style of makoto that works for you, and to do that you have to experiment with everyone elses strat, style, technique etc. then pick and choose what works best for you by testing this shit out in match play. you might even start developing your own shit along the way if you experiment enough. you gonna loose alot in the process but when you find your groove, you can adjust on the fly to any match up to kick major ass.
I’ve been playing Makoto ever since I got Super last year and I just now realized that she has a command normal for light punch? I’m so bad, lol.
Is there any use for it other than its increased range?
Normally when you do st. lp, she does that little palm thrust move, but if you do forward+lp she actually does a punch. Can you link st. MP after it and still hit?
EDIT: nvm. Just tested it out in training mode. I can cancel into lp hayate sometimes, but yeah.
what are you guys plan vs charge characters? soon as a charge characters get some space im free to everything. i can’t even dash at em without getting hit and if i chase em i get hit by a special (headbutt, ball, punch, chuns fucking fierce!!!)
Walk. Lol. If it’s guile or dj neutral jump the fireballs and… Walk lol. She may be super slow but you’ll get to the corner. The biggest thing I’ve learned is don’t be afraid of chip. If they’re aggressive then good for u lol no more work.
Ive got one…but you may not find it worth it! If you are right up on the opponent, like you dashed in while they were down or you karakusa them- then a crouch jab (for some characters its two crouching jabs) whether they block or not, will put you at the proper distance. Do the jump forward late and then land and immediately do a jab karakusa since they will try to block low.
well, not sure how specific these are but i generally attempt a crossup mk after:
fierce hayate
two jabs
two strongs
fierce HC jab
after EX oroshi - time with a wiff normal or something depending on character wake up
st. HK works well for me when we’re playing footsies.
I don’t know if you use option selects, I don’t because I’m bad and haven’t bothered learning any that isn’t a crouch tech or anti-backdash, but he has like… 9032480234823 ways to get away from you on wakeup.
I’m not sure if this has been answered yet but it’s about Makoto’s U2. For some reason, when I activate it, it would stop short when my opponent is on the other side of the screen. Is there a certain way that I can control the distance because this is starting to bug me.
I have been playing people who like to shoryuken or throw when they are applying pressure or when they want to get off of pressure.
I can detect (not all the time though) when they are going to try it so I use U1 to beat both shoryuken/throw. However, sometimes they do something different like waiting for a fraction of second to see what I am gonna do and that’s when U1 comes off, they block, and I hand them the game lol.
So, my question is:
How do I Ultra1 OS Backdash/block? (is it even possible? I didn’t see it on the first page)
Don’t U1 on their wake-up, or your own. That is just poor play. Do a late crouch tech and be ready with U1 to punish the SRK, simple as that.
How would you U1 OS anything??? The point of OSs are to do the first part then punish escape options. U1 as the base means you’re using U1 regardless, and you can’t do shit after a whiffed or blocked U1.